#+SETUPFILE: ../../template/level-1.org
#+OPTIONS: toc:auto
#+TITLE: Character Creation
#+Description: Create a character for Fenris Punk.


* Character Creation

Fenris Punk assumes players want to role play their characters, not
roll play them. We suggest but do not insist on the following order to
create your character:

1. Choose background details
   1. [[file:../beings/index.org][Being]]
   2. [[file:../archetypes/index.org][Archetype]]
   3. Distro
   4. Attributes
   5. Spells
   6. Languages
2. Calculate stats
   1. BaseScores
   2. Health
   3. Talents
   4. Skills
   5. Saves
   6. Wills
   7. Initiative
   8. Speed
   9. Actions
   10. Tasks
3. Choose items
   1. Equipment
   2. Cyberware
   3. Vehicles
   4. Homes


** Choose background details


*** Being


*** Archetype


*** Distro

Choose a Distro or a BaseScore distribution. For a more well-rounded
character, choose the Standard BaseScore. Then decide how to
distribute or allocate each score, usually with consideration to Being
and Archetype.

/See the [[file:../tables/BaseScoreDistributions.org][BaseScoreDistributions table]]./


*** Attributes


*** Spells


*** Languages


** Calculate stats

Fenris Punk uses deterministic stats; no random dice rolling when
calculating character stats.


*** BaseScores

BaseScores influence the outcomes of decisions a player makes for
their characters.


#+BEGIN_QUOTE
Being - Elf

Archetype - Death Mage

Base Scores - Standard

15, 14, 13, 12, 10, and 8

A player can then choose to distribute these however they could like,
such as this, with the highest scores in wisdom and intelligence:

Strength 8, Dexterity 12, Constitution 10, Wisdom 15, Intelligence 14,
Charisma 13

Elf characters get +1 to dexterity and +2 to charisma, so the result
BaseScores in this case become:

Strength 8, Dexterity 13, Constitution 10, Wisdom 15, Intelligence 14,
Charisma 15
#+END_QUOTE


*** Health

Health scores derive from the archetype HealthDice and the CON. HP at
character level 1 always takes the max number plus the CON. All other
levels take half the max plus 1 plus CON.


#+BEGIN_QUOTE
Base Scores - Standard with Constitution 13

Dwarf - Constitution +1 so Constitution is 14, and CON is 2

Bounty Hunter - Health d12

Character Level 1, Bounty Hunter 1 : MAX(d12) + CON => 12 + 2 is HP 14

Character Level 2, Bounty Hunter 2 : PREVIOUS + half(d12) + 1 + CON => 14 + 6 + 1 + 2 is HP 23
#+END_QUOTE


*** Talents


**** Talent Modifier

A character's talent modifier score comes directly from their
Character Level. All characters at level 1 start at +2. Use this
modifier for dice rolls for related action, save, or skill checks that
match the related SkillGroup and/or TalentScores.

/See the [[file:../tables/CharacterLevels.org][CharacterLevels table]] and the [[file:../tables/Archetypes.org][Archetypes table]]./


*** Skills

Choose a number of skills from the SkillGroups to add the Talent
Modifer.


#+BEGIN_QUOTE
For example, a level 1 character with Dexterity 15 who has chosen
Stealth but not Acrobatics would roll 1d20+4 for Stealth, but only a
1d20+2 for Acrobatics. For Stealth they can add both their Talent
Modifer and their Score Modifier (DEX in this example), but Acrobatics
only add DEX.
#+END_QUOTE


Except at character level 1 or by the Athlete, choose a skill
more than once to use the Talent Modifer.


*** Saves

Rolling and calculating scores for Saves works like Skills, but Saves
almost always happen as a reaction to something.


*** Wills

As long as a character remains conscious they have a set of automatic
wills which set an Attempt threshold not for themselves, but for their
adversary or the ref.


*** Initiative

A special case for rolling a Dexterity Attempt to determine the
actor's order in combat.


*** Speed

An abstraction for the distance someone can move during their turn
during combat. All humanlike characters start with a default of 6.


*** Actions

Most actions in combat take only a moment or a few seconds.


*** Tasks

Choose a Tool available from the related Archetype.

Some Attempts take more time than an Action. Often, these will not
happen during combat. Roll for the outcome if the task has a
reasonable chance of failure or if the ref simply prefers it. Instead
of a Skill Attempt, players can choose to use a relavant Score
Modifier to the Attempt and their Talent Modifer if the task involves
one of their Tools.


#+BEGIN_QUOTE
For example, a level 1 character with Intelligence 16 who has not
chosen History from their SkillGroup but has chosen Computers from
their Tools can use a computer to help perform the task of looking up
information. Without the computer this person would roll 1d20+3, but
with the computer they would roll 1d20+5.
#+END_QUOTE


** Choose items


#+BEGIN_QUOTE
Welcome to capitalism! If you bought it with money... But remember,
spending money might not always mean fair and square, if the merchant
uses slaves!
#+END_QUOTE


*** Equipment

- 1 projectile weapon
- 1 melee weapon
- 1 armour
- 1 libre comlink, the Flossy X7 with subvocal mic
- 1 medkit (modified version of the Healing Potion)
- 1000 credits
- 1 cyberware or 1000 credits
- 1 cyberware or 1000 credits (again)


*** Cyberware

Choose any two from Version 1 (unless taking the credits instead). If
you cast spells, your critical failure now equals the greatest Critical
Failure.


#+BEGIN_QUOTE
For example, a level 1 character chooses a Glass Eye, a Corporate
Head, and a Datajack. These have a Critical Penalty of NA, 3, and 2,
respectively. When (or if) casting a spell, this character will suffer
a critical failure if rolling 3 or less.
#+END_QUOTE


*** Vehicles


*** Home
